| Harbinger of your Destruction |
Music Black Widow - Sex Metal Barbie
The small troop transport darted through the atmosphere. Inside sits the strike team of the Nevok. The small ship rattles as it drops towards the planet’s surface but none of the team cared. They have all done this before and rough ride are nothing new. The small transport is being remotely flown by Sol Ramos back on the Nevok. The Nevok is safely chillin in orbit around the small moon. Their job is to make sure that no researcher or lab tech makes it off world in a small ship. This mission is a full sweep and clear. Land at the small search station down on the barren moon and clean it out. Nothing left alive is what Surob Company is paying them for. Two teams strike a the same time from the only two exits form the station and both work there way to the center underground “tower.” Once everything is dead, set a destress code to call for help. Then a Surob Company capital ship magically arrives in system and “finds” an empty station and claims the research by scavenging rights. A good plan, if a little simple but less to go wrong then. Once the Upper atmo is cleared and the ride smoothes out Oz stands up and turn on his holo projector. The Captain of the Nevok then gives her final briefing.
”Alright Strike team. This should be an easy op but also a very bloody one.” The former power lifter crosses her massive arms. ”Two teams, you guys and the Mar’s strike team enter the station at the same time. There are only two exits so each of you gets one. The doors will likely be locked but Lucien can open anything.” Her projected form disappears as an area map replaces her. There are two small structures each with docking pads connect to a large central underground “tower.” ”You guys enter the north one. Once inside cut your way through the outer blast door. This will likely take a while. Once inside to your right is a security room. Expect resistance but we were told that is was lightly guarded. However, I never trust intel so be ready for a fight. We brook the rules of this op slightly because Oz has smoke grenades if you need to create some cover. At the security room you will ended the lockdown that will defiantly be on and clear this upper area first. These above ground building is full of small apartments for the high ranking workers that don’t want to live underground. Also some nicer pen houses for the owners. There is a bar, dining room, pool, small mini mall... You get the picture. It all has to be cleared. Kill anyone and everyone. Once that is done comes the main lab. It is 20 stories of Focused Tech stupid engineering. So expect lots of stairs as you work your way through it. Bastards can't justify spending money for an evaluator and we are called the monsters. In this area you need to be careful not to destroy to much of the equipment or let the techs destroy it. Meet up with the Mar’s strike team, do your job, then head home. We both get paid and then we both get hammered at the nearest bar. Make your momma proud boy’s and Sara. Captain Var’rona out.”
The holo project stops. 1 more min of flight before they get to the station’s outer door and the fun start.
| Oz the Mad Monk |
Oz checks his carbine on his left thigh. It is loaded and ready to go. He closes his eyes, not that anyone can tell through the helmet, as he entire body shutters as physic power floods his nervous system. He says a quick prayer. He opens his right hand as one of his disk blade floats out of it's holster and it dances in his hand.
| Lieutenant Sara O’Neal |
Music Demi Lovato - Confident
"Almost at the party! Sara says over the helmet com links. She quickly checks her mini rail guns and counts her knives. Small spikes them jolt out and in of her armour as she test her claws. "Yo, O’Donald. How about a bet? Last one to get a kill has to buy the first round?"
| Brandon O'Donnel |
Music Emma Lee - Worst Enemy
An armoured hand smacks into its owner's helmet, a sigh leaking through the comms. "For the last time, my name's O'Donnel, not O'Donald."
Brandon pops open the power cell of his rifle, and checks the receptor. Satisfied, he slaps it back in with a satisfying clunk.
"Sure. If you want to buy us drinks, who am I to stop you?" Behind his helmet, Brandon grins smugly.
| Lucien "Hermes" Kapricos |
Music Escape the Fate - One For The Money
"Hmmmph," The last member of the team scoffs quietly.
The standard Geosec Pattern VI airlock has weak points at anterior nodes three and six, so if I approach at an oblique vector I should be able to increase the saw's efficiency by 6%. That's not much, but should allow a breach four seconds sooner. Excellent.
Nodding quietly to himself, Lucien ignores Brandon's babblings.
| Harbinger of your Destruction |
Your MC-24a light shuttle take some light fire from two auto turrets down on the loading pad. Your own laser cannon early blows them away. The red light in the crew room turns to amber. Sol's voice comes over loud and clear on your coms. "LZ is a bit hot. I am counting 10 security personal down there and sadly galactic law means I can't shoot them from up here. Beside I wouldn't want to take your fun away. We touch down in 10!"
Roll Initiatives please. Since there are only 4 PC we will use initiative order. Combat Map link will next to the Station layout link.
| Lucien "Hermes" Kapricos |
Initiative: 1d20 + 10 ⇒ (1) + 10 = 11
"Party favours: Loaded." Lucien loads four gas grenades into his underslung grenade launcher.
Make a single attack roll for every creature within a 4-square blast radius, comparing it to their Fortitude Defense. Creatures hit by the attack move -2 steps on the condition track (-1 step if Evasion). If the attack misses, there is no effect. Creatures protected from atmospheric hazards are unaffected by the attack of the gas grenade.
Additionally, the blast area is filled with gas, providing concealment to all creatures within the blast area, regardless of whether or not they were hit. The gas persists until the end of the attacker's next turn, at which point it dissipates.
4d6 Stun.
| Harbinger of your Destruction |
Enemy Initiative roll: 1d20 + 7 ⇒ (17) + 7 = 24
Turn Order:
Sara
OZ
Enemy
Brandon
Hermes
As the drop ship comes down, ports at the back of the ship just above the ramp open up. The ramp is completely covered in a thick smoke. Most of the Security personal open up and fire at the targets they know are coming down the ramp but the smoke is too thick. No prepared attack hits None of their shots hit anything.
Smoke last for two rounds. First round gives attacks rolls against targets passing through it a -10 (PC's and enemies too). Next turn it dissipates somewhat and only gives a -5 to attacks going through. Third round it is gone.
| Lieutenant Sara O’Neal |
Attack: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
Damage: 3d10 + 2 ⇒ (3, 10, 8) + 2 = 23
Sara steps out to the side on the smoke and fires a shot off one of the guards not standing behind cover. She made a bet and she want to win so screw be safe in the smoke. "Hermes, I think they want some party favours!"
| Oz the Mad Monk |
"Oh, that crazy girl charged straight head. I can't tell if she really wants to win that bet or she really wants to spend tiny amounts of your money, Brandon."
Oz says over the com links as he also steps out of the smoke and towards the enemy. He throws one of his disk blades at one of the guys trying to hide behind cover.
Attack: 1d20 + 10 ⇒ (13) + 10 = 23
Recall: 1d20 + 9 ⇒ (4) + 9 = 13 4 becomes 8+9= 17 success!
Damage: 2d8 + 6 ⇒ (2, 5) + 6 = 13
"Think before you go charging ahead next time Sara!"
| Harbinger of your Destruction |
The two guys that Sara and Oz attack both get hit by the attacks and both go down. Sara's took the shot to his shoulder and it was torn off. Dead! Oz took the disk blade to the face and even his own mother wouldn't recognize him anymore. Dead!
Attack against Sara 1: 1d20 + 4 ⇒ (12) + 4 = 16
Attack against Sara 2: 1d20 + 4 ⇒ (4) + 4 = 8
Attack against Sara 3: 1d20 + 4 ⇒ (11) + 4 = 15
Attack against Sara 4: 1d20 + 4 ⇒ (14) + 4 = 18
All miss
Attack against Oz 1: 1d20 + 4 ⇒ (9) + 4 = 13
Attack against Oz 2: 1d20 + 4 ⇒ (6) + 4 = 10
All miss.
Seeing one crazy women come out of the smoke, 4 turn their rifles towards her. They all try to hit her but none find there mark. Shaky hands of under paid men. Once the monk also comes out of the smoke the only two who haven't fired yet turn and try to take him out. Neither of their attack hit. The now 8 sercuity guards are terrified that since they are actually fighting fully trained mercenaries. Usslay their job is about making sure that the lab techs don't get to drunk and start a fight. None of them was prepared for this. After seeing two of their friends die so easy two turn to run inside and meet up with the others. They start sealing the doors leaving those still stuck out side to die.
| Brandon O'Donnel |
Brandon aims at one of the men sealing the doors, his targeting reticule centered at the base of the head. A twitch of his finger sends a lance of energy hurtling at his foe.
Attack: 1d20 + 11 ⇒ (15) + 11 = 264d10 + 2 ⇒ (8, 4, 1, 9) + 2 = 24
Careful Shot paired with Deadeye Shot for +1 Atk and +1 dice of damage.
| Harbinger of your Destruction |
Since both Brandon and Hermes decided not to move from the smoke they take a -10 to their attack rolls. The ones sealing the doors are the two in the back which also have cover. Since Brandon aimed that is negated but Hermes shot will take another -5. Also don't forget to add point blank shot into your attack and damage rolls.
Brandon's shot is clean and takes out one of the men. His aim was true and the shot goes exactly where Brandon wanted it to. The poor man's head explodes upwards in a shower of gore. Dead! Hermes's bolts slam into the door as it seals and do not hit their mark. The smoke around the ship's ramp dissipates. It will now only give a -5 penally to attacks.
| Lieutenant Sara O’Neal |
"Think before I act? What ever you say DAD. At least I am the one who won the beat. So go me!
Sara will stand her ground and attack the last guard that is not behind cover and then also take a shot one of the hiding fools.
Attack 1: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Damage: 3d10 + 2 + 1 ⇒ (2, 7, 9) + 2 + 1 = 21
Attack 1: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Damage: 3d10 + 2 + 1 ⇒ (3, 6, 6) + 2 + 1 = 18
| Oz the Mad Monk |
UTF (move object): 1d20 + 9 ⇒ (2) + 9 = 11 2->8+9= 17
Spending a force point to increase size by one and damage by 2d6
Damage: 4d6 + 2d6 ⇒ (2, 1, 3, 6) + (4, 1) = 17
Oz telekinetically picks up one of the security members at the back line and throws him into his comrade standing beside him. Making sure to add a little bit of extra power into the attack.
"Ha! True, I guess the bet is more important then you life. Also stop just shooting the easy and dumb ones. Save some for us."
| Harbinger of your Destruction |
The first man that Sara shot who was not smart and hiding behind cover takes a mini rail gun round to the chest. Dead! Her second shot goes straight into the chest high wall protecting the other man. Apparently his hiding was effective. Oz's pick-up-and-slam kills both targets and they turn to mess of torn flesh and broken bones on the landing pad. Since Oz has shown himself to be a powerful physic the two men try shooting him out of fear. The last guy that almost was shot by Sara tries to return the favour.
Attack against Oz 1: 1d20 + 4 ⇒ (10) + 4 = 14
Attack against Oz 1: 1d20 + 4 ⇒ (18) + 4 = 22 Hit!
Damage: 3d6 ⇒ (4, 5, 3) = 12
Attack against Sara 1: 1d20 + 4 ⇒ (19) + 4 = 23
Oz takes a round to the chest but his armour stops to bolt from going to far. Take 12 damage Oz. Three men left and all behind cover.
| Lucien "Hermes" Kapricos |
"I'll cover my own damn self, Donny-Boy." Lucien grunts as he ambles forward, one hand moving to caress the trigger of his grenade launcher.
Attack: 1d20 + 8 - 5 ⇒ (14) + 8 - 5 = 174d6 + 2 ⇒ (3, 1, 5, 5) + 2 = 16
Make a single attack roll for every creature within a 4-square blast radius, comparing it to their Fortitude Defense. Creatures hit by the attack move -2 steps on the condition track (-1 step if Evasion). If the attack misses, there is no effect. Creatures protected from atmospheric hazards are unaffected by the attack of the gas grenade.
Additionally, the blast area is filled with gas, providing concealment to all creatures within the blast area, regardless of whether or not they were hit. The gas persists until the end of the attacker's next turn, at which point it dissipates.
4d6 Stun.
| Harbinger of your Destruction |
Hermes gas grenade brings down the two that were hiding behind cover. The two security guards have no protection from the outside elements and they are stuck couching on the ground. Sara and Oz easily dispatch the two convulsing men and the lone one left. There are a ton of dead bodies lying around but none of them actually have anything valuable on them. A couple of extra power packs or carbines but no one cares. The outer air lock is indeed a Geosec Pattern VI like Hermes thought. Although it is a Focused Tech made so it should be a little easier to cut through due to the "money saving" measures. With Hermes understanding of the airlocks construction it should take him roughly 12 minutes to "unlock" the door.
| Lucien "Hermes" Kapricos |
"Brandon, you don't even know where that expression comes from; be careful using it." Lucien absently remonstrates as he slings his rifle on his shoulder and draws his reciprocating diamond-tipped power saw. With a flick of a switch, it hums to life. He braces himself correctly, and begins cutting.
| Lieutenant Sara O’Neal |
"Fat lady singing? What on Terra are you talking about? Anyways weirdo, the bet was for the last one to get a kill and I killed first. Therefore, you owe us all a drink, Donny-Boy." Sara does a quick little sexy happy dance and twirls at the end.
| Oz the Mad Monk |
While the "kids" argue over something stupid Oz walks over to Hermes who is already hard at work. "You spoke wise words Hermes. And here I though I was the monk. Oh, I guess we should at least try it." Oz goes over to the command console and hits the open door command. Nothing happens as expected. "I had to at least try. How long is this going to take my old friend?"